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Posts: 27/93
(07-Nov-2008 at 18:09)
Cities, Towns, Villages

In utopia, you just have a huge city.
What if, you start, have 2 cities, 5 towns, 10 villages (maybe)
you get the choice of where to build, in the cities, towns or villages
maybe farms are more effective in village
armories more effective in city/town etc
you can build a new village, but not a town or city, you have to upgrade village/town when it grows large enough

any ideas on this?

Last edited by Fanatic39, 07-Nov-2008 at 18:11.
#1  
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Research Group
Posts: 606/670
Donated $112.99
(07-Nov-2008 at 18:27)


Two things come to mind:

1. How would you keep it text based?

2. Seems WAY to complicating.
#2  
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Posts: 369/517
(07-Nov-2008 at 19:36)


Sounds alot like Alamaze that was around 20 years ago as a PBM game.

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#3  
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Posts: 28/93
(07-Nov-2008 at 21:04)
Re: Cities, Towns, Villages

Originally Posted by advocatus: View Post
Two things come to mind:

1. How would you keep it text based?

2. Seems WAY to complicating.

I know, but it's just an idea
instead of saying, "it's too complicated" why not think of a way to make it work???

also i was thinking, the growing of the places, you'd have, for example:
5 acres: hamlet
10 acres: village
15 acres: small town
20 acres: town
30: Large town
50: small city
100:city
200+ large city
this is just an example, the numbers can be changed later on

you'd have a few new tabs
the "growth" woudn't exist, you'd just have tabs with "cities" "towns" "villages"
on the cities one, you'd have all your cities, it's class, (like "large city") it's acres. Then you click on the city you want to build in and then you build what you want to. Same for villages/towns. If a village/town gets to the smallest version of the new place (in acres) (e.g. small town or small city) you can upgrade it
as a fun option, you could give names to you cities lol, and name a capital
when you explore, you choose if it's to be added to a city, vill, or town, then click on the one you want.
if it was possible, in attacking, you could choose what sort of place you wanted to attack, you could get extra bonus e.g. if you raid (plunder) a town you get normal gains
village you get less runes, less gc but extra bushels
city you get lots less bushels, extra cash and runes


also: specific buildings can only be constructed in correct area (everything can be built in towns)
farms: only in vill(and towns)
armories: towns/city
towers: towns/city
barracks: towns/city
dungeons, guilds, theives dens, Tg, Banks,:town city
mills, stables: villages/towns
homes, GS,Hospitals, schools, libraries,Watch towers, forts : everywhere

I know it's complicated but i'm just trying to see if people would actually like this idea, it's not like this will be presented to utopia people

any feedback is welcome
#4  
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Posts: 41/42
(12-Nov-2008 at 10:14)
Re: Cities, Towns, Villages

Originally Posted by Fanatic39: View Post
I know, but it's just an idea
instead of saying, "it's too complicated" why not think of a way to make it work???

also i was thinking, the growing of the places, you'd have, for example:
5 acres: hamlet
10 acres: village
15 acres: small town
20 acres: town
30: Large town
50: small city
100:city
200+ large city
this is just an example, the numbers can be changed later on

you'd have a few new tabs
the "growth" woudn't exist, you'd just have tabs with "cities" "towns" "villages"
on the cities one, you'd have all your cities, it's class, (like "large city") it's acres. Then you click on the city you want to build in and then you build what you want to. Same for villages/towns. If a village/town gets to the smallest version of the new place (in acres) (e.g. small town or small city) you can upgrade it
as a fun option, you could give names to you cities lol, and name a capital
when you explore, you choose if it's to be added to a city, vill, or town, then click on the one you want.
if it was possible, in attacking, you could choose what sort of place you wanted to attack, you could get extra bonus e.g. if you raid (plunder) a town you get normal gains
village you get less runes, less gc but extra bushels
city you get lots less bushels, extra cash and runes


also: specific buildings can only be constructed in correct area (everything can be built in towns)
farms: only in vill(and towns)
armories: towns/city
towers: towns/city
barracks: towns/city
dungeons, guilds, theives dens, Tg, Banks,:town city
mills, stables: villages/towns
homes, GS,Hospitals, schools, libraries,Watch towers, forts : everywhere

I know it's complicated but i'm just trying to see if people would actually like this idea, it's not like this will be presented to utopia people

any feedback is welcome
I like the outside-the-box, anything is possible, line of thinking. Reminds me of...me. Keep the fresh ideas coming.
#5  
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Posts: 5/8
(12-Nov-2008 at 16:40)
People would get more lost in this concept. It seems interesting concept although.
#6  
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Old VaX It's a boy!
Posts: 61/61
(15-Nov-2008 at 07:17)
The idea itself isn't so bad. However realistically I can't see this being applied because it would take something relatively easy to understand for building and completely change it. It wouldn't be too confusing for those who have been playing for ages and ages (maybe) but I don't believe that new players would stick it out. As it is for someone new to the game, they have to figure our and understand what they want to be and so therefore which buildings are useless, and in what numbers make buildings worth it.

If this were to be implemented they would have to figure all that out, plus then figure out which areas will allow the most benefit to those buildings. Plus you said you would have to explore and chose which type it will be whether a town, city, etc. But what if you need to change that? With the current system you can easily change buildings to what you need and it won't be affected in the way you propose. Can you change a town without making it smaller so the buildings you need work properly? And if not then it would be extremely discouraging to a new player to realize you've built the wrong type of land and now get stuck with crappier numbers than preferred.

Honestly while the idea itself doesn't sound so bad, realistically I don't think it stands a chance of being added. So you might want to come up with a new idea of something to add or find a different game to add this to.

Regardless of if we are right or wrong, history will form its own opinions.


If your not willing to die for democracy then you shouldn't be allowed to enjoy it.
#7  
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Posts: 37/93
(15-Nov-2008 at 18:03)
Re: Cities, Towns, Villages

Originally Posted by VaX: View Post
The idea itself isn't so bad. However realistically I can't see this being applied because it would take something relatively easy to understand for building and completely change it. It wouldn't be too confusing for those who have been playing for ages and ages (maybe) but I don't believe that new players would stick it out. As it is for someone new to the game, they have to figure our and understand what they want to be and so therefore which buildings are useless, and in what numbers make buildings worth it.

If this were to be implemented they would have to figure all that out, plus then figure out which areas will allow the most benefit to those buildings. Plus you said you would have to explore and chose which type it will be whether a town, city, etc. But what if you need to change that? With the current system you can easily change buildings to what you need and it won't be affected in the way you propose. Can you change a town without making it smaller so the buildings you need work properly? And if not then it would be extremely discouraging to a new player to realize you've built the wrong type of land and now get stuck with crappier numbers than preferred.

Honestly while the idea itself doesn't sound so bad, realistically I don't think it stands a chance of being added. So you might want to come up with a new idea of something to add or find a different game to add this to.
yeah, i see the problems, it'll be hard figuring them out , without this too:

i was wondering what happened to buildings that could only be in a town when the town changes to a city...


lots of work to do on this lol

help?


oh, and about what you said about it not going to be added
well, probably none of them will be added... it's just for fun

Last edited by Fanatic39, 15-Nov-2008 at 18:05.
Edit reason: last two lines
#8  
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Posts: 967/1003
Donated $0.44
(17-Nov-2008 at 10:08)


Re: Cities, Towns, Villages

Originally Posted by Fanatic39: View Post
oh, and about what you said about it not going to be added
well, probably none of them will be added... it's just for fun
Well that I definitely understand. Throughout the ages - which since I've been playing since Age 2 has been a while - I've created many various things I would like to see changed, even though they have no chance of change just because it helps make the time more fun.

As for the things that would be needed to help make it work, well currently I have nothing to add. Sorry

I finally found my old account again, so I am now using this instead of my newer account - VaX

Only over time, long after we are gone, will we know if our actions were just
#9  
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Posts: 2/3
(11-Jan-2009 at 15:13)
Total War

Consider the original Medieval Total War
Forts Keeps Castles Fortress Citadel

Then you can have Defensive Bases and Economic Land built outside of it.

Obviously it would be best to have Huge Citadels for major offense/defense and small forts+ scattered around your outlying land for Pure Defense. When you gain new acres you can either add them to your fort+ or defenseless land. You could even design a the system so that new players were protected by old players and attackers would have to go through the "old" kingdom to get to the "new" kingdom for like a week. The Monarch would be at the Center of the kingdom obviously if you wanted to draw a pretty little map. I personally prefer the idea of having an Empire so you can be a king of kings.
#10  
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Posts: 41/93
(20-Apr-2009 at 19:59)
Re: Total War

Originally Posted by balerion: View Post
Consider the original Medieval Total War
Forts Keeps Castles Fortress Citadel

Then you can have Defensive Bases and Economic Land built outside of it.

Obviously it would be best to have Huge Citadels for major offense/defense and small forts+ scattered around your outlying land for Pure Defense. When you gain new acres you can either add them to your fort+ or defenseless land. You could even design a the system so that new players were protected by old players and attackers would have to go through the "old" kingdom to get to the "new" kingdom for like a week. The Monarch would be at the Center of the kingdom obviously if you wanted to draw a pretty little map. I personally prefer the idea of having an Empire so you can be a king of kings.
Hey, I was thinking on this and i had a thought- In wars the king/queen gets hit alot, gets gangbanged, so you could make it so they're in the "middle" of your kingdom, (as you said) and then attacks on them would have to go through the other provs. If this happened, gains etc would be decreased and causulties increased, because they would have to travel in your provs territories to get to monarch.. this would actually make the monarch's def bonus make sense also..
-wait, i forget.. the monarch gets a def bonus .. right?-
anyway, this doesn't have to go with the cities, towns, villages idea. It could, or you could just put this on it's own.
#11  
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Posts: 227/248
(21-Apr-2009 at 02:30)


Re: Cities, Towns, Villages

Originally Posted by Fanatic39: View Post
In utopia, you just have a huge city.
What if, you start, have 2 cities, 5 towns, 10 villages (maybe)
you get the choice of where to build, in the cities, towns or villages
maybe farms are more effective in village
armories more effective in city/town etc
you can build a new village, but not a town or city, you have to upgrade village/town when it grows large enough

any ideas on this?
Wont work in Utopia..

BUT

Get yourself a programmer and some server space and write it yourself.. I would play

Long Live the Apocalypse Alliance

Long live Visions of Fianna!
#12  
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Posts: 42/93
(21-Apr-2009 at 12:46)
Re: Cities, Towns, Villages

Originally Posted by Wiley DAAwg: View Post
Wont work in Utopia..

BUT

Get yourself a programmer and some server space and write it yourself.. I would play
thanks, lol
#13  
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